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Wiki+ page: Alchemistry Goods

Alchemistry Goods can often be the one thing that turns the tide of battle. Alchemistry involves potions, both for medicinal purposes and offensive purposes. A good potion could be all that stands between you and death and a good poison could help you overcome a difficult foe. Here you can find cures to many of the conditions that could cause your death and even a way to revive a fallen ally. The alchemist shop isn’t only a place to buy already made potions and poisons though. Here you can also buy the tools needed to make your own potions and the ingredients to do so.

Do not be so quick to buy the most expensive potions. Some weaker and cheaper potions may be all that you need right now. Why buy a potion that restores 100 HP when you only have 30 HP? A potion that restores 25 HP that is cheaper than the 100 HP restoring potion would make a lot more sense and save you some money for other potions and items.

You should also note that you will not be equipping anything found in an alchemist shop. Instead these things will need to go in a storage device of some kind. Therefore it would be unwise to spend all of your money on potions and have nothing to carry them in. You shouldn’t forget about weapons or armor either. A good suggestion is to set aside 1/4th of your money for potions, storage devices, rations, and the like using the rest of your money on a good weapon and good armor.

1. Selling Alchemistry Goods

You can sell any alchemical goods that you do not need. You will be offered half of what the selling cost is.

1.1. Selling Your Created Potions

Selling your created potions is somewhat different as there may not be an equivalent potion to base it’s sell value at. Instead the value of the potion you have created is based on it’s effects.

Healing Effects: The worth of the potion with healing effects is § 0.10 for every 1 HP point it restores.

SA Restoring Effects: The worth of the potion with SA restoring effects is § 0.15 for every 1 SA point it restores.

EP Restoring Effects: The worth of the potion with EP restoring effects is § 0.20 for every 1 EP point it restores.

Reviving Potions: The worth of the potion that brings the dead back to life is § 10.00 plus the worth for any Healing Effects, SA Restoring Effects, and EP Restoring Effects.

Status Effect Removing Potions: The worth of the potion that removes negative status effects, such as poisons, sickness, etc, is § 5.00 for each status effect that is removed.

Poisons: The worth of a poisoning potion is § 0.15 for every HP that is removed plus § 0.15 for every round that the effect last for or plus § 5.00 if the effect is ‘Until Cured’.

Beneficial Status Effect Potions: The worth of the potion that provides a beneficial status effect is § 2.00 for each status effect plus § 0.10 for each round the effect last.

HP Restoration Status Effect Potion: The worth of the potion that provides a status effect which causes a slow restoration of HP is § 0.05 for every 1 HP point it restores plus § 0.10 for each round the effect last.

Damaging Potions: The worth of the potion that damages a target is § 0.15 for every 1 HP point removed, § 0.25 for every 1 SA point removed, § 0.35 for every 1 EP point removed, and § 0.50 for every 1 DP removed plus § 0.10 for every round of the effects duration.

Negative Status Effect Potions: The worth of the potion that causes negative status effects is § 2.00 for each status effect plus § 0.15 for each round the effect last.

Duration in Hours: If the duration is in hours, ignore the rounds rate and the worth of the potion per hour is § 1.00.

The values stack for each effect the potion does, so a poison that does 10 HP damage per round for 5 rounds would be worth § 1.50 for it’s HP reduction effect being a poison plus § 0.75 for being a poison that lasts 5 rounds plus § 2.00 for causing the negative status effect of poison plus § 0.75 for causing the negative status effect for 5 rounds for a grand total of § 5.00 which is what that potion would sell for.

2. Storing Alchemistry Goods

Alchemistry goods can be stored in your character's storage device. Be sure to record how many of each item you have, its name, some description of what the item does, its weight and total weight if more than one, and how many storage spaces the item takes up. If you have more than one item, you will need to multiply the storage space taken by the quantity of the item.

Wiki+ page: Medicines

Medicines are alchemical creations which cure or heal certain conditions. Usually in the form of a liquid, medicines are known to treat HP, SA, and EP loss, as well as cure colds, poisons, and other sicknesses. All medicines are sold individually and must be stored in some sort of carrying device.

1. Enhancements for Medicines

The following are enhancements that may be made to any medicine, unless otherwise noted by the enhancement itself. These enhancements may increase any different aspect of your medicine, be it the amount of uses, it’s effects, or whatever. Enhancements however must be applied to your medicines when you purchase them.

Medicine Enhancements

Enhancement

Description of Effect

Weight

Space Taken

Cost

Condensed Potion

Allows you to store 5 potions in a bottle meant for 1 potion. You can separate the potion into bottles and add water to restore them to their original state later. If you take the potion fully condensed, it has the same effect as taking 5 potions. If you separate it into 2 bottles, take the effect of 5 potions a divide it by 2. Divide the effect of 5 potions by the number of bottles the condensed potion is separated into.

N/A

N/A

x 1.5

Increase HP Restoration

Increases the amount of SA restoration by 1 point. You can only apply this enhancement a total of 10 times to a single potion. This is for HP restoring potions only.

N/A

N/A

§ 0.10

Increase SA Restoration

Increases the amount of EP restoration by 1 point. You can only apply this enhancement a total of 10 times to a single potion. This is for SA restoring potions only.

N/A

N/A

§ 0.15

Increase EP Restoration

Increases the amount of HP restoration by 1 point. You can only apply this enhancement a total of 10 times to a single potion. This is for EP restoring potions only.

N/A

N/A

§ 0.20

Increase Effect's Duration

Increases the potion's effect duration by 1 round. You can only apply this enhancement a total of 5 times to a single potion. This is for beneficial effect potions only.

N/A

N/A

§ 0.30

Increase HP Revival Rate

Increases the amount of HP restored during revival by 1%. You can only apply this enhancement a total of 5 times to a single life restoring potion. This is for life restoring potions only.

N/A

N/A

§ 0.25

Increase Revival Time

Increases the amount of time you have to use the revival potion on a dead target by 1 round. You can only apply this enhancement a total of 3 times to a single life restoring potion. This is for life restoring potions only.

N/A

N/A

§ 0.35

Increase Beneficial Effect

Increases the effects of a beneficial effect potion by x 1.2. This only increases any effect values that can be increased. You can only apply this enhancement a total of 3 times to a single potion. This is for beneficial effect potions only.

Treats the effects of dehydration but doesn't cure it. Must drink water afterwards to finish treatment and cure dehydration.

0.01

1

§ 0.35

Seltzer

Calms an upset stomach curing nausea.

0.02

1

§ 0.25

Eye Drops

Cures and removes the effects of Visual Distortion. Removes 10% of the effects of blindness with each use.

0.03

1

§ 0.35

Liquor

Cure fright, anxiety, and berserk. Decreases speed and mental by 1 point per use for 1 hour. Each use requires a Resistance check, failed resistance check increases the user's intoxication by 25%. The user will be fully intoxicated upon reaching 100%.

0.1

2

§ 2.75

Orange Nectar

Cures sickness

0.02

1

§ 0.20

Smelling Salts

Restores 1 EP to a comatose target per use, requiring 10 EP restoration to cure comatose. EP restoration medications will not work on a comatose target until the comatose status effect has been cured.

Keeps your body cool in even the hottest places, preventing heat exhaustion and heat stroke for 2 hours, while bearing the negative effects of liquor.

0.1

2

§ 2.50

Swift Tonic

Increases speed by x 1.2 for 1 hour.

0.03

1

§ 25.00

Swift Potion

Increases speed by x 1.4 for 1 hour.

0.05

1

§ 50.00

Swift Elixir

Increases speed by x 1.8 for 1 hour.

0.07

1

§ 75.00

Lucky Ale

Increases luck by x 2 for 1 hour, but bears the negative effects of liquor.

0.1

2

§ 12.50

Lucky Tonic

Increases luck by x 1.2 for 1 hour.

0.03

1

§ 25.00

Lucky Potion

Increases luck by x 1.4 for 1 hour.

0.05

1

§ 50.00

Lucky Elixir

Increases luck by x 1.8 for 1 hour.

0.07

1

§ 75.00

Steel Tonic

Increases strength by x 1.2 for 1 hour.

0.03

1

§ 25.00

Steel Potion

Increases strength by x 1.4 for 1 hour.

0.05

1

§ 50.00

Steel Elixir

Increases strength by x 1.8 for 1 hour.

0.07

1

§ 75.00

Mercury Tonic

Doubles all action types for 1 round, 10% chance of poisoning.

0.03

1

§ 15.00

Mercury Potion

Doubles all action types for 2 rounds, 15% chance of poisoning.

0.05

1

§ 25.00

Mercury Elixir

Doubles all action types for 4 rounds, 25% chance of poisoning.

0.07

1

§ 50.00

Scholar's Tonic

Increases mental by x 1.2 for 1 hour.

0.03

1

§ 25.00

Scholar's Potion

Increases mental by x 1.4 for 1 hour.

0.05

1

§ 50.00

Scholar's Elixir

Increases mental by x 1.8 for 1 hour.

0.07

1

§ 75.00

Potion of the Chameleon

Blend in with surroundings by 10% for 3 rounds with each use. Blending percentage and duration are stack-able, increasing with each use as long as used before the duration runs out. Invisibility is achieved when blending has reached 100%. Enemy's Perception % for locating your character is dropped by 10% per every 10% of blending.

Wiki+ page: Offensive Potions

Offensive Potions are alchemical creations which are meant to cause damage or negative conditions. Offensive Potions are known to cause poisons, damage armor, and cause explosions. All offensive potions are sold individually and must be stored in some sort of carrying device.

1. Enhancements for Offensive Potions

The following are enhancements that may be made to any offensive potion, unless otherwise noted by the enhancement itself. These enhancements may increase any different aspect of your offensive potion, be it the amount of uses, it’s effects, or whatever. Enhancements however must be applied to your offensive potions when you purchase them.

Offensive Potions Enhancements

Enhancement

Description of Effect

Weight

Space Taken

Cost

Condensed Potion

Allows you to store 5 potions in a bottle meant for 1 potion. You can separate the potion into bottles and add water to restore them to their original state later. If you take the potion fully condensed, it has the same effect as taking 5 potions. If you separate it into 2 bottles, take the effect of 5 potions a divide it by 2. Divide the effect of 5 potions by the number of bottles the condensed potion is separated into.

N/A

N/A

x 1.5

Increase HP Reduction

Increases the amount of SA damaged by 1 point. You can only apply this enhancement a total of 10 times to a single potion. This is for HP reducing potions only.

N/A

N/A

§ 0.10

Increase SA Reduction

Increases the amount of EP damaged by 1 point. You can only apply this enhancement a total of 10 times to a single potion. This is for SA reducing potions only.

N/A

N/A

§ 0.15

Increase EP Reduction

Increases the amount of HP damaged by 1 point. You can only apply this enhancement a total of 10 times to a single potion. This is for EP Reducing potions only.

N/A

N/A

§ 0.20

Increase Effect's Duration

Increases the potion's effect duration by 1 round. You can only apply this enhancement a total of 5 times to a single potion. This is for potions that have a duration only.

N/A

N/A

§ 0.30

Increase Smoke Radius

Increases the radius of the smoke by 1×1 hex. You can only apply this enhancement a total of 3 times. This is for Smoking Vials, Smoking Potions, Smoke Bombs, Stinking Vials, Stinking Potions, and Stink Bombs only.

N/A

N/A

§ 0.25

Increase Explosion Radius

Increases the radius of the explosion by 1×1 hex. You can only apply this enhancement a total of 3 times. This is for explosives only.

N/A

N/A

§ 0.35

Increase Negative Effect

Increases the effects of a negative effect potion by x 1.2. This only increases any effect values that can be increased. You can only apply this enhancement a total of 3 times to a single potion. This is for negative effect potions only.

5. Combustibles & Explosives

Potions which are either extremely flammable or explosive when introduced to fire

Item

Description of Effects

Weight

Space Taken

Cost

Alcohol

Catches fire easily, burning hot and brightly but burns out in only one round. It causes 1d12 damage to the single target and gives the target burns.

0.04

1

§ 0.80

Kerosene

Catches fire easily but does not burn as hot as alcohol. It burns for 5 rounds per vial used and does 1d10 damage per round to any affected targets as well as giving the targets burns. Its area of effects is 1 hex per vial used. It can be used in lanterns and takes 12 vials per hour of lantern fuel.

0.02

1

§ 1.00

Oil

This is harder to catch fire but it burns brightly for 10 rounds per vial used. It does 2d6 damage to any effects target as well as giving the targets burns. Its area of effect is 1 hex per vial used. It can be used on torches, taking 6 vials to provide enough oil for 1 hour of a lit torch.

0.03

1

§ 1.50

Coal

Hard to catch on fire but burns brightly for 3 hours per coal and remains hot for an additional hour. It does 2d8 damage per round on the singe target as well as causing the target burns and can be used for cooking.

0.04

1

§ 0.85

1 Vial of Black Powder

Explosive powder whose radius and damage is dependent upon how much powder is ignited, or it can be used with guns. A vial of black powder causes 3d6 damage in a 1 hex area or contains enough powder for one use with a gun.

0.04

1

§ 1.00

1 Bottle of Black Powder

Explosive powder whose radius and damage is dependent upon how much powder is ignited, or it can be used with guns. A bottle of black powder causes 5d6 damage in a 2×2 hex area or contains enough powder for 3 uses with a gun.

0.08

1

§ 3.00

1 Flask of Black Powder

Explosive powder whose radius and damage is dependent upon how much powder is ignited, or it can be used with guns. A flask of black powder causes 7d6 damage in a 3×3 hex area or contains enough powder for 8 uses with a gun.

0.1

1

§ 5.00

1 Jug of Black Powder

Explosive powder whose radius and damage is dependent upon how much powder is ignited, or it can be used with guns. A jug of black powder causes 10d6 damage in a 5×5 hex area or contains enough powder for 20 uses with a gun.

1

3

§ 10.00

1 Keg of Black Powder

Explosive powder whose radius and damage is dependent upon how much powder is ignited, or it can be used with guns. A keg of black powder causes 12d6 damage in a 8×8 hex area or contains enough powder for 80 uses with a gun.

5

10

§ 30.00

1 Barrel of Black Powder

Explosive powder whose radius and damage is dependent upon how much powder is ignited, or it can be used with guns. A barrel of black powder causes 15d6 damage in a 12×12 hex area or contains enough powder for 200 uses with a gun.

6. Negative Effect Potions

Causes the target to have to make a resistance check. If the target fails the target will hallucinate needing to make perception checks to determine real targets from imaginary targets for 3 rounds.

0.04

1

§ 1.00

Strong Hallucinogen

Causes the target to have to make a resistance check with a 10 point penalty. If the target fails the target will have strong hallucinations and be unable to distinguish from reality and imaginary. This causes the target to be unable to act for 3 rounds.

0.04

1

§ 10.00

Tainted Water

Causes sickness which decreases the target's movement rates by half and damage by 25% for 3 rounds.

0.04

1

§ 5.00

Tranquilizer

Causes the target to fall asleep and stay asleep for 3 rounds or until awakened.

0.04

1

§ 5.00

Sand

Thrown at the target's face, this causes Visual Distortion for 2 rounds.

0.01

1

§ 0.05

Metal Shavings

Thrown at the target's face, this causes Visual Distortion for 4 rounds. There is a 20% chance it will instead cause blindness for 4 rounds. The target will also suffer 3d4 plus throw power damage.

0.01

1

§ 0.10

Blank Bomb

This causes an explosion of sound which does not do any physical damage. It does however cause deafness for all of those affected, decreasing their Perception % by 20 and breaking their concentration and thus any spells they may be casting. The area of effect is 3×3 hex around where the bomb is thrown.

0.03

1

§ 0.50

Liquid Sulfur

This causes a putrid odor to cover the 3×3 hex area around where the vial is thrown. Those within the area will experience nausea, decreasing their movement rates by half while in the area of effect for 3 rounds plus the duration of the odor. The odor lingers for 3 rounds.

0.02

1

§ 1.00

Poison of Weakness

Decreases the strength of a target by 2 points for 3 rounds. Its effects do stack with multiple uses of this potion during its duration.

0.04

1

§ 10.00

Potion of Burden

Increases the weight carried by the target by x 2 for 5 rounds. Its effects do stack with multiple uses of this potion during its duration.

0.04

1

§ 10.00

Slow Potion

Decreases the speed of a target by 2 points for 3 rounds. Its effects do stack with multiple uses of this potion during its duration.

0.04

1

§ 10.00

Poison of Intoxication

Causes the target to become instantly intoxicated. This decreases the target's speed and mental by 20, makes concentration impossible, decreases movement rates by half, and causes the target to need to make perception checks to hit a target. The effects last for 5 rounds.

0.04

1

§ 10.00

Tainted Blood

Causes the target to be infected with a nasty disease which until cured decreases all of the target's main stats by 2 per round and the target's HP, SA, and EP by 4 per round.

7. Miscellaneous Potions

A vial that when broken produces enough smoke to fill a 4×4 area around the broken vial for 3 rounds. Those in the smoke will have to make perception checks to move or attack targets

0.03

1

§ 0.80

Smoking Potion

A bottle that when broken produces enough smoke to fill a 6×6 area around the broken bottle for 3 rounds. Those in the smoke will have to make perception checks to move or attack targets.

0.04

1

§ 1.60

Smoking Bomb

A bomb that when thrown produces enough smoke to fill a 10×10 area around the thrown bomb for 3 rounds. Those in the smoke will have to make perception checks to move or attack targets

0.05

1

§ 2.40

Stinking Vial

A vial that when broken produces enough stinking smoke to fill a 4×4 area around the broken vial for 3 rounds. Those in the smoke will have to make perception checks to move or attack targets. The odor causes nausea to those within the smoke for the duration of the time that they are in the smoke plus 3 additional rounds. This decreases their movement rates by half.

0.03

1

§ 1.00

Stinking Potion

A bottle that when broken produces enough stinking smoke to fill a 6×6 area around the broken bottle for 3 rounds. Those in the smoke will have to make perception checks to move or attack targets. The odor causes nausea to those within the smoke for the duration of the time that they are in the smoke plus 3 additional rounds. This decreases their movement rates by half.

0.04

1

§ 2.00

Stinking Bomb

A bomb that when thrown produces enough stinking smoke to fill a 10×10 area around the thrown bomb for 3 rounds. Those in the smoke will have to make perception checks to move or attack targets. The odor causes nausea to those within the smoke for the duration of the time that they are in the smoke plus 3 additional rounds. This decreases their movement rates by half.

0.05

1

§ 4.00

Slippery Oil

Oil that is neither flammable or poisonous but is extremely slippery. When poured on the ground it looks like regular water, however any target that walks on the oil instantly slips and is knocked down for 1 round. One bottle contains enough oil to cover 2 hexes, and the oil will lasts on the ground for 4 rounds.

0.08

1

§ 0.50

Fool's Potion

This potion is plain water that is colored to look deadly. The water does nothing but since it looks like a deadly potion the target is susceptible to you telling the target that it does do something. The target must make a will check, if the target fails it will believe that the potion does whatever you say it does. If you say the potion deals 30 damage per round the target will think they are dying and try to cure it, even taking health potions and using magic spells even though no real damage is being done.

Wiki+ page: Alchemical Tools

Alchemical Tools are tools used by alchemist to aid with making potions. These tools are things such as measuring cups, stirring rods, mortals and pestles, flasks, and recipe books. These tools cannot be equipped but can be used when making a potion. They will need to be stored in an appropriate storage device.

1. Enhancements for Alchemical Tools

The following are enhancements that may be made to any alchemical tool, unless otherwise noted by the enhancement itself. These enhancements may increase any different aspect of your alchemical tool, be it it’s effects or whatever. Enhancements however must be applied to your alchemical tools when you purchase them.

Alchemical Tools Enhancements

Enhancement

Description of Effect

Weight

Space Taken

Cost

Precision Measuring

Increases the effects of the ingredients by x 1.3. This enhancement can only be applied once per tool and is only for Measuring Tools.

N/A

N/A

§ 0.15

Gold Mixing Rods

Increases the effects of HP, SA, and EP restoring potions by x 1.3. This enhancement can only be applied once per tool and is only for Mixing Rods.

- 0.01

N/A

§ 0.17

Crystal Mixing Rods

Increases the effects of status effect causing potions by x 1.3. This enhancement can only be applied once per tool and is only for Mixing Rods.

- 0.01

N/A

§ 0.39

Increase Mixing Effects

Increases the effects of created potions by x 1.3. This enhancement can only be applied once per tool and is only for Mixing Tools.

How to Create Potions

To be able to create potions, you need a create potion ability, as shown above. Once you have the needed ability, you simply need to combine 2 or more ingredients with 1 use of water. The water can be substituted with another base liquid, which will be explained later.

For a potion to be successful, it must contain at least two ingredients with matching effect types. The point values of the effects do not have to match, but the effect types do. As long as at least two ingredients share the same effect type, that effect will appear in your potion. If the effect type is not shared by at least two ingredients, then the potion will not have that effect.

The basic rule is this:

Must use at least 2 ingredients

Only the effects that match 2 or more ingredients can make it into the created potion

Create Potion Ability determines number of ingredients that can be used, which ingredients can be used, and number of effects that can make it into a created potion

For example, lets say you wish to combine a Fairyâ€™s Toadstool Mushroom, Mustard Turnip Leaf, and Turnips while using water as the needed base. The water adds nothing to the potion, it just makes the potion possible. Fairyâ€™s Toadstool Mushroom provides pain relief and restores 1 HP. Mustard Turnip Leaf restores 2 HP. Turnips can restore 2 HP and provide a 2 HP per round regeneration for 5 rounds. The combined basic potion will then restore 5 HP (1 + 2 + 2). It will not provide pain relief because only one ingredient provides that effect and it will not provide the per round regeneration effect because only 1 ingredient provides that effect.

Furthermore, the number of effects you can have carried over into your potion and the number of ingredients you can use is determined by the create potion ability you have. If say the Mustard Turnip Leaf also provided pain relief, then the combined potion could restore HP and relieve pain if you use Create Better Potions (or a create potion ability higher than Create Basic Potions). Create Basic Potions only allows you to create potions with one (1) effect using up to three (3) ingredients.

The number of ingredients and effects that can be used/applied based on the create potion ability are as follows:

Create Basic Potions: can use up to 3 ingredients; potions can have 1 effect

Create Better Potions: can use up to 4 ingredients; potions can have 2 effects

Create Advanced Potions: can use up to 5 ingredients; potions can have 2 effects

Create All Potions: can use up to 5 ingredients; potions can have 3 effects

The greater your create potion ability, the more powerful your potions can be. Some ingredients and bases can only be used if you have the create potion ability required or greater. Other ingredients can have their basic effects enhanced by using a higher create potion ability. Such information will be provided by the ingredient or base if it applies.

Using Different Bases

As stated above, you must use a base when creating a potion. The base does not count as an ingredient as it is required, but you can only use one base. The basic base is simply water. Water provides no effect for the created potion. It simply provides the needed medium to create the potion in.

You can substitute the water base for any base listed in the Bases table, provided that the base can be used for the potion you are making and that you have the create potion ability needed to make use of that base.

For example, with the potion that we made earlier we used Fairyâ€™s Toadstool Mushroom, Mustard Turnip Leaf, Turnip, and water as its base. The potion made restores 5 HP. If we used honey as a base instead of water, honey adds another restores 2 HP effect to the potion. This changes our created potion so that it restores 7 HP instead of 5 HP.

The way to determine if the base can be used in your potion is to see if its provided effect can carry over into your created potion. The bases provided effect needs to match at least 2 of your ingredients provided effects to be able to be used as a base. You should also be careful because it is the bases provided effect that will determine what the potion does. So if you wanted to make an SA restoring potion but the base has a restore EP effect and 2 of your ingredients also have that and you can only have one effect due to your create potion ability; your created potion will restore EP instead of SA. If you have Create All Potions, you can choose to focus on the bases Secondary Effects instead of the Main Effects.

You can use use the bases as an ingredient. For example you could use Wine as a base and apply Wine again as an ingredient. If used as an ingredient, it does count against the number of ingredients you can use, however you can treat the secondary effects as regular effects.

Runic Element Effects on Potion Crafting

Your characters Runic Element can also have an effect on the potion you are creating. Depending upon your characters runic element, certain potions you create could be more potent than normal. The values increased are actual number values, not percentage values.

Earth: potions that provide defense or fortitude boosts have their values increased by 20%

Air: potions that provide a boost to speed or speed based stats have their values increased by 20%

Water: potions that restore HP or SA have their values increased by 20%

Fire: potions that provide a boost to strength or strength based stats and potions that cause straight (not poisoning) damage have their values increased by 20%

Life: potions that restore HP or EP have their values increased by 20%

Death: poisons and potions that cause per-round damage have their values increased by 20%

Time: potions that provide a boost to speed or speed based stats have their values increased by 20%

Space: potions that restore EP or SA have their values increased by 20%

Runeless: Those who are runeless have no added benefits applied to their potion crafting

Ingredients & Bases

Ingredients and Bases are items used to create potions with. You can find ingredients out in the wild or you may purchase them from an alchemist shop.

Selling Ingredients

You may sell ingredients that you find in the wild. You will be offered 1/2 of the cost for the ingredients. If a mushroom sells for 2 shillings in the store then that would mean the store would buy the mushroom from you for 1 shilling.

Consuming Ingredients

If you choose to consume any ingredient or base, you will receive its main provided effect (the first effect that doesn't have any requirements) at half value. So if the ingredient you eat has a main effect to restore 2 HP, it will only restore 1 HP.